@babylonjs/core 5.0.0-beta.8 → 5.0.0-rc.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionEvent.d.ts +3 -4
- package/Actions/actionEvent.js.map +1 -1
- package/Animations/animation.d.ts +4 -4
- package/Animations/animation.js +4 -4
- package/Animations/animation.js.map +1 -1
- package/Audio/sound.d.ts +12 -6
- package/Audio/sound.js +48 -24
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +1 -0
- package/Cameras/Inputs/BaseCameraPointersInput.js +4 -3
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +7 -5
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js +3 -3
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.d.ts +6 -6
- package/DeviceInput/Helpers/eventFactory.js +34 -16
- package/DeviceInput/Helpers/eventFactory.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +26 -3
- package/DeviceInput/InputDevices/deviceEnums.js +31 -7
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.d.ts +11 -3
- package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +28 -10
- package/DeviceInput/InputDevices/deviceSourceManager.js +131 -7
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/InputDevices/inputInterfaces.d.ts +3 -28
- package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -1
- package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +15 -30
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js +40 -110
- package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.d.ts +3 -2
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +7 -13
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
- package/DeviceInput/InputDevices/webDeviceInputSystem.d.ts +11 -8
- package/DeviceInput/InputDevices/webDeviceInputSystem.js +116 -110
- package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +7 -0
- package/Engines/Extensions/engine.query.js +12 -0
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +5 -0
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +7 -0
- package/Engines/Extensions/engine.views.js +12 -0
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/engine.d.ts +6 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.js +12 -11
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/deviceInputEvents.d.ts +17 -18
- package/Events/deviceInputEvents.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +2 -2
- package/Helpers/environmentHelper.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +0 -1
- package/Inputs/scene.inputManager.js +54 -28
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -0
- package/Layers/effectLayer.js +24 -0
- package/Layers/effectLayer.js.map +1 -1
- package/Loading/sceneLoader.js +4 -3
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.d.ts +6 -2
- package/Materials/Node/Blocks/Dual/textureBlock.js +50 -8
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +5 -0
- package/Materials/materialPluginBase.js +5 -0
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginEvent.d.ts +1 -0
- package/Materials/materialPluginEvent.js.map +1 -1
- package/Materials/materialPluginManager.d.ts +1 -0
- package/Materials/materialPluginManager.js +20 -15
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/standardMaterial.js +1 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.vector.d.ts +5 -0
- package/Maths/math.vector.js +11 -0
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +2 -1
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +1 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/instancedMesh.js +7 -4
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.js +21 -22
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +2 -2
- package/Meshes/mesh.vertexData.js +100 -76
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/transformNode.d.ts +0 -2
- package/Meshes/transformNode.js +6 -5
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/error.d.ts +51 -0
- package/Misc/error.js +66 -0
- package/Misc/error.js.map +1 -0
- package/Misc/fileTools.d.ts +4 -4
- package/Misc/fileTools.js +30 -16
- package/Misc/fileTools.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/khronosTextureContainer2.d.ts +8 -7
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/videoRecorder.d.ts +1 -1
- package/Misc/videoRecorder.js +1 -1
- package/Misc/videoRecorder.js.map +1 -1
- package/Morph/morphTarget.d.ts +2 -1
- package/Morph/morphTarget.js +5 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.js +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/particleSystem.d.ts +13 -1
- package/Particles/particleSystem.js +27 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Rendering/prePassRenderer.js +12 -2
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js +1 -1
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +2 -0
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pointCloudVertex.js +1 -1
- package/Shaders/ShadersInclude/pointCloudVertex.js.map +1 -1
- package/Shaders/background.vertex.js +1 -1
- package/Shaders/background.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.js +1 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +4 -2
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/webXRSessionManager.js +1 -0
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +4 -4
- package/scene.d.ts +1 -10
- package/scene.js +20 -39
- package/scene.js.map +1 -1
- package/types.d.ts +1 -1
- package/types.js.map +1 -1
- package/Misc/baseError.d.ts +0 -7
- package/Misc/baseError.js +0 -18
- package/Misc/baseError.js.map +0 -1
package/Meshes/instancedMesh.js
CHANGED
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@@ -369,10 +369,13 @@ var InstancedMesh = /** @class */ (function (_super) {
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if (!camera) {
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return this;
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}
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var
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-
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var sourceMeshLODLevels = this.sourceMesh.getLODLevels();
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if (!sourceMeshLODLevels || sourceMeshLODLevels.length === 0) {
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this._currentLOD = this.sourceMesh;
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}
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else {
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var boundingInfo = this.getBoundingInfo();
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this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
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}
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return this._currentLOD;
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};
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@@ -1 +1 @@
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1
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-
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{ Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh, _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from './transformNode';\r\nimport { Light } from '../Lights/light';\r\nimport { VertexBuffer } from '../Buffers/buffer';\r\nimport { Tools } from '../Misc/tools';\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n const instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n private _billboardWorldMatrix: Matrix;\r\n\r\n /** @hidden */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n /** @hidden */\r\n public _distanceToCamera: number = 0;\r\n /** @hidden */\r\n public _previousWorldMatrix: Nullable<Matrix>;\r\n\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = Tools.Slice(source.animations);\r\n for (let range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.refreshBoundingInfo(true, true);\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n public _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _resyncLightSource(light: Light): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _removeLightSource(light: Light, dispose: boolean): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public get material(): Nullable<Material> {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public get skeleton(): Nullable<Skeleton> {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n public getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @return {boolean} is it ready\r\n */\r\n public isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray> {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n public getIndices(): Nullable<IndicesArray> {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n public get _positions(): Nullable<Vector3[]> {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false, applyMorph: boolean = false): InstancedMesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton, applyMorph), bias);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n let differentSign = (this._currentLOD._getWorldMatrixDeterminant() >= 0) !== (this._getWorldMatrixDeterminant() >= 0);\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n public getWorldMatrix(): Matrix {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n if (!this._billboardWorldMatrix) {\r\n this._billboardWorldMatrix = new Matrix();\r\n }\r\n let tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return this._billboardWorldMatrix;\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n public get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n */\r\n public getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n let boundingInfo = this.getBoundingInfo();\r\n\r\n this._currentLOD = <Mesh>this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n\r\n if (this._currentLOD === this.sourceMesh) {\r\n return this.sourceMesh;\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return <Mesh>this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @hidden */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /** @hidden */\r\n public _updateBoundingInfo(): AbstractMesh {\r\n if (this.hasBoundingInfo) {\r\n this.getBoundingInfo().update(this.worldMatrixFromCache);\r\n } else {\r\n this.buildBoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n * - name (string) : the cloned mesh name\r\n * - newParent (optional Node) : the optional Node to parent the clone to.\r\n * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.\r\n *\r\n * Returns the clone.\r\n */\r\n public clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean): InstancedMesh {\r\n var result = this._sourceMesh.createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(this, result, [\r\n \"name\", \"subMeshes\", \"uniqueId\", \"parent\", \"lightSources\",\r\n \"receiveShadows\", \"material\", \"visibility\", \"skeleton\",\r\n \"sourceMesh\", \"isAnInstance\", \"facetNb\", \"isFacetDataEnabled\",\r\n \"isBlocked\", \"useBones\", \"hasInstances\", \"collider\", \"edgesRenderer\",\r\n \"forward\", \"up\", \"right\", \"absolutePosition\", \"absoluteScaling\", \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\", \"nonUniformScaling\", \"behaviors\", \"worldMatrixFromCache\", \"hasThinInstances\"\r\n ], []);\r\n\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (var index = 0; index < this.getScene().meshes.length; index++) {\r\n var mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n this.onClonedObservable.notifyObservers(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).\r\n */\r\n _invalidateInstanceVertexArrayObject(): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @hidden */\r\n _userInstancedBuffersStorage: {\r\n data: { [key: string]: Float32Array },\r\n sizes: { [key: string]: number },\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> },\r\n strides: { [key: string]: number },\r\n vertexArrayObjects?: { [key: string]: WebGLVertexArrayObject }\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n */\r\n instancedBuffers: { [key: string]: any };\r\n }\r\n}\r\n\r\nMesh.prototype.edgesShareWithInstances = false;\r\n\r\nMesh.prototype.registerInstancedBuffer = function (kind: string, stride: number): void {\r\n // Remove existing one\r\n this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n\r\n for (var instance of this.instances) {\r\n instance.instancedBuffers = {};\r\n }\r\n\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: (this.getEngine().getCaps().vertexArrayObject) ? {} : undefined\r\n };\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n for (var instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances: InstancedMesh[], renderSelf: boolean) {\r\n let instanceCount = visibleInstances.length;\r\n\r\n for (var kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n let stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n let expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n let data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n let value = this.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (var instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n let instance = visibleInstances[instanceIndex]!;\r\n\r\n let value = instance.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._invalidateInstanceVertexArrayObject = function () {\r\n if (!this._userInstancedBuffersStorage || this._userInstancedBuffersStorage.vertexArrayObjects === undefined) {\r\n return;\r\n }\r\n\r\n for (var kind in this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n this.getEngine().releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[kind]);\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (var kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n }\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this.instancedBuffers = {};\r\n};\r\n"]}
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1
|
+
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{ Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Node } from \"../node\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh, _InstancesBatch } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Skeleton } from \"../Bones/skeleton\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from './transformNode';\r\nimport { Light } from '../Lights/light';\r\nimport { VertexBuffer } from '../Buffers/buffer';\r\nimport { Tools } from '../Misc/tools';\r\n\r\nMesh._instancedMeshFactory = (name: string, mesh: Mesh): InstancedMesh => {\r\n const instance = new InstancedMesh(name, mesh);\r\n\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n\r\n for (const key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n\r\n return instance;\r\n};\r\n\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nexport class InstancedMesh extends AbstractMesh {\r\n private _sourceMesh: Mesh;\r\n private _currentLOD: Mesh;\r\n private _billboardWorldMatrix: Matrix;\r\n\r\n /** @hidden */\r\n public _indexInSourceMeshInstanceArray = -1;\r\n /** @hidden */\r\n public _distanceToCamera: number = 0;\r\n /** @hidden */\r\n public _previousWorldMatrix: Nullable<Matrix>;\r\n\r\n constructor(name: string, source: Mesh) {\r\n super(name, source.getScene());\r\n\r\n source.addInstance(this);\r\n\r\n this._sourceMesh = source;\r\n\r\n this._unIndexed = source._unIndexed;\r\n\r\n this.position.copyFrom(source.position);\r\n this.rotation.copyFrom(source.rotation);\r\n this.scaling.copyFrom(source.scaling);\r\n\r\n if (source.rotationQuaternion) {\r\n this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n\r\n this.animations = Tools.Slice(source.animations);\r\n for (let range of source.getAnimationRanges()) {\r\n if (range != null) {\r\n this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n\r\n this.infiniteDistance = source.infiniteDistance;\r\n\r\n this.setPivotMatrix(source.getPivotMatrix());\r\n\r\n this.refreshBoundingInfo(true, true);\r\n this._syncSubMeshes();\r\n }\r\n\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n public getClassName(): string {\r\n return \"InstancedMesh\";\r\n }\r\n\r\n /** Gets the list of lights affecting that mesh */\r\n public get lightSources(): Light[] {\r\n return this._sourceMesh._lightSources;\r\n }\r\n\r\n public _resyncLightSources(): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _resyncLightSource(light: Light): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n public _removeLightSource(light: Light, dispose: boolean): void {\r\n // Do nothing as all the work will be done by source mesh\r\n }\r\n\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n public get receiveShadows(): boolean {\r\n return this._sourceMesh.receiveShadows;\r\n }\r\n\r\n /**\r\n * The material of the source mesh\r\n */\r\n public get material(): Nullable<Material> {\r\n return this._sourceMesh.material;\r\n }\r\n\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n public get visibility(): number {\r\n return this._sourceMesh.visibility;\r\n }\r\n\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n public get skeleton(): Nullable<Skeleton> {\r\n return this._sourceMesh.skeleton;\r\n }\r\n\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n public get renderingGroupId(): number {\r\n return this._sourceMesh.renderingGroupId;\r\n }\r\n\r\n public set renderingGroupId(value: number) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n public getTotalVertices(): number {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n }\r\n\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n public getTotalIndices(): number {\r\n return this._sourceMesh.getTotalIndices();\r\n }\r\n\r\n /**\r\n * The source mesh of the instance\r\n */\r\n public get sourceMesh(): Mesh {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n public createInstance(name: string): InstancedMesh {\r\n return this._sourceMesh.createInstance(name);\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @return {boolean} is it ready\r\n */\r\n public isReady(completeCheck = false): boolean {\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n }\r\n\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\r\n */\r\n public getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray> {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n }\r\n\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n public setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n public updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n */\r\n public setIndices(indices: IndicesArray, totalVertices: Nullable<number> = null): Mesh {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n }\r\n\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n */\r\n public isVerticesDataPresent(kind: string): boolean {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n }\r\n\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n public getIndices(): Nullable<IndicesArray> {\r\n return this._sourceMesh.getIndices();\r\n }\r\n\r\n public get _positions(): Nullable<Vector3[]> {\r\n return this._sourceMesh._positions;\r\n }\r\n\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @param applyMorph defines whether to apply the morph target before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n public refreshBoundingInfo(applySkeleton: boolean = false, applyMorph: boolean = false): InstancedMesh {\r\n if (this.hasBoundingInfo && this.getBoundingInfo().isLocked) {\r\n return this;\r\n }\r\n\r\n const bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton, applyMorph), bias);\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivate(): InstancedMesh {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _activate(renderId: number, intermediateRendering: boolean): boolean {\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n\r\n if (this._currentLOD) {\r\n let differentSign = (this._currentLOD._getWorldMatrixDeterminant() >= 0) !== (this._getWorldMatrixDeterminant() >= 0);\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n } else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _postActivate(): void {\r\n if (this._sourceMesh.edgesShareWithInstances && this._sourceMesh._edgesRenderer && this._sourceMesh._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer of the source mesh\r\n this._sourceMesh._renderingGroup._edgesRenderers.pushNoDuplicate(this._sourceMesh._edgesRenderer);\r\n this._sourceMesh._edgesRenderer.customInstances.push(this.getWorldMatrix());\r\n } else if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n // we are using the edge renderer defined for this instance\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n }\r\n\r\n public getWorldMatrix(): Matrix {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n if (!this._billboardWorldMatrix) {\r\n this._billboardWorldMatrix = new Matrix();\r\n }\r\n let tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return this._billboardWorldMatrix;\r\n }\r\n\r\n return super.getWorldMatrix();\r\n }\r\n\r\n public get isAnInstance(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n */\r\n public getLOD(camera: Camera): AbstractMesh {\r\n if (!camera) {\r\n return this;\r\n }\r\n\r\n const sourceMeshLODLevels = this.sourceMesh.getLODLevels();\r\n if (!sourceMeshLODLevels || sourceMeshLODLevels.length === 0) {\r\n this._currentLOD = this.sourceMesh;\r\n } else {\r\n let boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = <Mesh>this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n }\r\n\r\n return this._currentLOD;\r\n }\r\n\r\n /** @hidden */\r\n public _preActivateForIntermediateRendering(renderId: number): Mesh {\r\n return <Mesh>this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n }\r\n\r\n /** @hidden */\r\n public _syncSubMeshes(): InstancedMesh {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointsArray(): boolean {\r\n return this._sourceMesh._generatePointsArray();\r\n }\r\n\r\n /** @hidden */\r\n public _updateBoundingInfo(): AbstractMesh {\r\n if (this.hasBoundingInfo) {\r\n this.getBoundingInfo().update(this.worldMatrixFromCache);\r\n } else {\r\n this.buildBoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n * - name (string) : the cloned mesh name\r\n * - newParent (optional Node) : the optional Node to parent the clone to.\r\n * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.\r\n *\r\n * Returns the clone.\r\n */\r\n public clone(name: string, newParent: Nullable<Node> = null, doNotCloneChildren?: boolean): InstancedMesh {\r\n var result = this._sourceMesh.createInstance(name);\r\n\r\n // Deep copy\r\n DeepCopier.DeepCopy(this, result, [\r\n \"name\", \"subMeshes\", \"uniqueId\", \"parent\", \"lightSources\",\r\n \"receiveShadows\", \"material\", \"visibility\", \"skeleton\",\r\n \"sourceMesh\", \"isAnInstance\", \"facetNb\", \"isFacetDataEnabled\",\r\n \"isBlocked\", \"useBones\", \"hasInstances\", \"collider\", \"edgesRenderer\",\r\n \"forward\", \"up\", \"right\", \"absolutePosition\", \"absoluteScaling\", \"absoluteRotationQuaternion\",\r\n \"isWorldMatrixFrozen\", \"nonUniformScaling\", \"behaviors\", \"worldMatrixFromCache\", \"hasThinInstances\"\r\n ], []);\r\n\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (var index = 0; index < this.getScene().meshes.length; index++) {\r\n var mesh = this.getScene().meshes[index];\r\n\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n\r\n result.computeWorldMatrix(true);\r\n\r\n this.onClonedObservable.notifyObservers(result);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n */\r\n public dispose(doNotRecurse?: boolean, disposeMaterialAndTextures = false): void {\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n}\r\n\r\ndeclare module \"./mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Register a custom buffer that will be instanced\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n * @param kind defines the buffer kind\r\n * @param stride defines the stride in floats\r\n */\r\n registerInstancedBuffer(kind: string, stride: number): void;\r\n\r\n /**\r\n * Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).\r\n */\r\n _invalidateInstanceVertexArrayObject(): void;\r\n\r\n /**\r\n * true to use the edge renderer for all instances of this mesh\r\n */\r\n edgesShareWithInstances: boolean;\r\n\r\n /** @hidden */\r\n _userInstancedBuffersStorage: {\r\n data: { [key: string]: Float32Array },\r\n sizes: { [key: string]: number },\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> },\r\n strides: { [key: string]: number },\r\n vertexArrayObjects?: { [key: string]: WebGLVertexArrayObject }\r\n };\r\n }\r\n}\r\n\r\ndeclare module \"./abstractMesh\" {\r\n export interface AbstractMesh {\r\n /**\r\n * Object used to store instanced buffers defined by user\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers\r\n */\r\n instancedBuffers: { [key: string]: any };\r\n }\r\n}\r\n\r\nMesh.prototype.edgesShareWithInstances = false;\r\n\r\nMesh.prototype.registerInstancedBuffer = function (kind: string, stride: number): void {\r\n // Remove existing one\r\n this._userInstancedBuffersStorage?.vertexBuffers[kind]?.dispose();\r\n\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n\r\n for (var instance of this.instances) {\r\n instance.instancedBuffers = {};\r\n }\r\n\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {},\r\n vertexArrayObjects: (this.getEngine().getCaps().vertexArrayObject) ? {} : undefined\r\n };\r\n }\r\n\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n\r\n for (var instance of this.instances) {\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n};\r\n\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances: InstancedMesh[], renderSelf: boolean) {\r\n let instanceCount = visibleInstances.length;\r\n\r\n for (var kind in this.instancedBuffers) {\r\n let size = this._userInstancedBuffersStorage.sizes[kind];\r\n let stride = this._userInstancedBuffersStorage.strides[kind];\r\n\r\n // Resize if required\r\n let expectedSize = (instanceCount + 1) * stride;\r\n\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n\r\n let data = this._userInstancedBuffersStorage.data[kind];\r\n\r\n // Update data buffer\r\n let offset = 0;\r\n if (renderSelf) {\r\n let value = this.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n for (var instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n let instance = visibleInstances[instanceIndex]!;\r\n\r\n let value = instance.instancedBuffers[kind];\r\n\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n } else if (value.copyToArray) {\r\n value.copyToArray(data, offset);\r\n } else {\r\n data[offset] = value;\r\n }\r\n\r\n offset += stride;\r\n }\r\n\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this._invalidateInstanceVertexArrayObject();\r\n } else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\n\r\nMesh.prototype._invalidateInstanceVertexArrayObject = function () {\r\n if (!this._userInstancedBuffersStorage || this._userInstancedBuffersStorage.vertexArrayObjects === undefined) {\r\n return;\r\n }\r\n\r\n for (var kind in this._userInstancedBuffersStorage.vertexArrayObjects) {\r\n this.getEngine().releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[kind]);\r\n }\r\n\r\n this._userInstancedBuffersStorage.vertexArrayObjects = {};\r\n};\r\n\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n\r\n for (var kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind]!.dispose();\r\n }\r\n }\r\n\r\n this._invalidateInstanceVertexArrayObject();\r\n\r\n this.instancedBuffers = {};\r\n};\r\n"]}
|
package/Meshes/mesh.js
CHANGED
|
@@ -1835,7 +1835,7 @@ var Mesh = /** @class */ (function (_super) {
|
|
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1835
1835
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else {
|
|
1836
1836
|
this._internalAbstractMeshDataInfo._isActive = false;
|
|
1837
1837
|
}
|
|
1838
|
-
if (this._checkOcclusionQuery()) {
|
|
1838
|
+
if (this._checkOcclusionQuery() && !this._occlusionDataStorage.forceRenderingWhenOccluded) {
|
|
1839
1839
|
return this;
|
|
1840
1840
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}
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1841
1841
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// Managing instances
|
|
@@ -3697,10 +3697,10 @@ var Mesh = /** @class */ (function (_super) {
|
|
|
3697
3697
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return runCoroutineAsync(Mesh._MergeMeshesCoroutine(meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials, true), createYieldingScheduler());
|
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3698
3698
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};
|
|
3699
3699
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Mesh._MergeMeshesCoroutine = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials, isAsync) {
|
|
3700
|
-
var index, totalVertices, newMultiMaterial, subIndex, matIndex, materialArray, materialIndexArray, indiceArray, mesh, material, source, getVertexDataFromMesh, sourceVertexData, meshVertexDatas, i, mergeCoroutine, mergeCoroutineStep, vertexData, applyToCoroutine, applyToCoroutineStep, offset, _i,
|
|
3700
|
+
var index, totalVertices, newMultiMaterial, subIndex, matIndex, materialArray, materialIndexArray, indiceArray, mesh, material, source, getVertexDataFromMesh, _a, sourceVertexData, sourceTransform, meshVertexDatas, i, mergeCoroutine, mergeCoroutineStep, vertexData, applyToCoroutine, applyToCoroutineStep, offset, _i, _b, subMesh;
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|
3701
3701
|
if (disposeSource === void 0) { disposeSource = true; }
|
|
3702
|
-
return __generator(this, function (
|
|
3703
|
-
switch (
|
|
3702
|
+
return __generator(this, function (_c) {
|
|
3703
|
+
switch (_c.label) {
|
|
3704
3704
|
case 0:
|
|
3705
3705
|
// Remove any null/undefined entries from the mesh array
|
|
3706
3706
|
meshes = meshes.filter(Boolean);
|
|
@@ -3769,42 +3769,41 @@ var Mesh = /** @class */ (function (_super) {
|
|
|
3769
3769
|
source = meshes[0];
|
|
3770
3770
|
getVertexDataFromMesh = function (mesh) {
|
|
3771
3771
|
var wm = mesh.computeWorldMatrix(true);
|
|
3772
|
-
var vertexData = VertexData.ExtractFromMesh(mesh,
|
|
3773
|
-
vertexData
|
|
3774
|
-
return vertexData;
|
|
3772
|
+
var vertexData = VertexData.ExtractFromMesh(mesh, false, false);
|
|
3773
|
+
return [vertexData, wm];
|
|
3775
3774
|
};
|
|
3776
|
-
|
|
3775
|
+
_a = getVertexDataFromMesh(source), sourceVertexData = _a[0], sourceTransform = _a[1];
|
|
3777
3776
|
if (!isAsync) return [3 /*break*/, 2];
|
|
3778
3777
|
return [4 /*yield*/];
|
|
3779
3778
|
case 1:
|
|
3780
|
-
|
|
3781
|
-
|
|
3779
|
+
_c.sent();
|
|
3780
|
+
_c.label = 2;
|
|
3782
3781
|
case 2:
|
|
3783
3782
|
meshVertexDatas = new Array(meshes.length - 1);
|
|
3784
3783
|
i = 1;
|
|
3785
|
-
|
|
3784
|
+
_c.label = 3;
|
|
3786
3785
|
case 3:
|
|
3787
3786
|
if (!(i < meshes.length)) return [3 /*break*/, 6];
|
|
3788
3787
|
meshVertexDatas[i - 1] = getVertexDataFromMesh(meshes[i]);
|
|
3789
3788
|
if (!isAsync) return [3 /*break*/, 5];
|
|
3790
3789
|
return [4 /*yield*/];
|
|
3791
3790
|
case 4:
|
|
3792
|
-
|
|
3793
|
-
|
|
3791
|
+
_c.sent();
|
|
3792
|
+
_c.label = 5;
|
|
3794
3793
|
case 5:
|
|
3795
3794
|
i++;
|
|
3796
3795
|
return [3 /*break*/, 3];
|
|
3797
3796
|
case 6:
|
|
3798
|
-
mergeCoroutine = sourceVertexData._mergeCoroutine(meshVertexDatas, allow32BitsIndices, isAsync);
|
|
3797
|
+
mergeCoroutine = sourceVertexData._mergeCoroutine(sourceTransform, meshVertexDatas, allow32BitsIndices, isAsync);
|
|
3799
3798
|
mergeCoroutineStep = mergeCoroutine.next();
|
|
3800
|
-
|
|
3799
|
+
_c.label = 7;
|
|
3801
3800
|
case 7:
|
|
3802
3801
|
if (!!mergeCoroutineStep.done) return [3 /*break*/, 10];
|
|
3803
3802
|
if (!isAsync) return [3 /*break*/, 9];
|
|
3804
3803
|
return [4 /*yield*/];
|
|
3805
3804
|
case 8:
|
|
3806
|
-
|
|
3807
|
-
|
|
3805
|
+
_c.sent();
|
|
3806
|
+
_c.label = 9;
|
|
3808
3807
|
case 9:
|
|
3809
3808
|
mergeCoroutineStep = mergeCoroutine.next();
|
|
3810
3809
|
return [3 /*break*/, 7];
|
|
@@ -3815,14 +3814,14 @@ var Mesh = /** @class */ (function (_super) {
|
|
|
3815
3814
|
}
|
|
3816
3815
|
applyToCoroutine = vertexData._applyToCoroutine(meshSubclass, undefined, isAsync);
|
|
3817
3816
|
applyToCoroutineStep = applyToCoroutine.next();
|
|
3818
|
-
|
|
3817
|
+
_c.label = 11;
|
|
3819
3818
|
case 11:
|
|
3820
3819
|
if (!!applyToCoroutineStep.done) return [3 /*break*/, 14];
|
|
3821
3820
|
if (!isAsync) return [3 /*break*/, 13];
|
|
3822
3821
|
return [4 /*yield*/];
|
|
3823
3822
|
case 12:
|
|
3824
|
-
|
|
3825
|
-
|
|
3823
|
+
_c.sent();
|
|
3824
|
+
_c.label = 13;
|
|
3826
3825
|
case 13:
|
|
3827
3826
|
applyToCoroutineStep = applyToCoroutine.next();
|
|
3828
3827
|
return [3 /*break*/, 11];
|
|
@@ -3848,8 +3847,8 @@ var Mesh = /** @class */ (function (_super) {
|
|
|
3848
3847
|
offset += indiceArray[index];
|
|
3849
3848
|
index++;
|
|
3850
3849
|
}
|
|
3851
|
-
for (_i = 0,
|
|
3852
|
-
subMesh =
|
|
3850
|
+
for (_i = 0, _b = meshSubclass.subMeshes; _i < _b.length; _i++) {
|
|
3851
|
+
subMesh = _b[_i];
|
|
3853
3852
|
subMesh.refreshBoundingInfo();
|
|
3854
3853
|
}
|
|
3855
3854
|
meshSubclass.computeWorldMatrix(true);
|